Download

Get Pulseframe in your engine.

One UPM package for Unity (runtime SDK plus editor plugin), Web and Godot SDKs, a native C ABI, and a zero-dependency CLI for symbol upload and integration checks. MIT licensed, free up to 10 peak CCU.

Unity SDK + Editor plugin

v0.21.5UNITY 6+ (6000.0)MIT

One package, two halves: the runtime SDK that captures crashes in your build, and the editor hub that links the project to your Pulseframe account. Pick an install path:

A — Tarball downloadRECOMMENDED
  1. 1Download the .tgz with the button above.
  2. 2In Package Manager, click + ▸ "Add package from tarball…".
  3. 3Select com.mfflabs.pulseframe-0.21.5.tgz — done.
Source & installation

The tarball includes the complete SDK and editor plugin. Use it for a consistent installation without GitHub credentials.

  1. 1Source access requires membership of the private Kickdom repository.
  2. 2For installation without GitHub access, download the .tgz package.
  3. 3In Unity, open Window ▸ Package Manager ▸ + ▸ "Add package from tarball…".
What you get
Fully autonomous after Init — exceptions, errors & unobserved Tasks auto-captured
Player log auto-uploaded with every crash and bug report (rolling 512 KB)
Unclean-shutdown detection — hard crash? Next launch reports it + recovers the previous session's log
Breadcrumbs, session heartbeats (live CCU), in-game player bug reports
Editor hub with account sign-in — link your game in-editor
AI triage via the Pulseframe MCP server
Source on GitHub All releases

The editor plugin needs your account

Sign-in is mandatory — the hub mints your per-game SDK token and scopes everything the plugin sends to your studio. Three steps, all inside Unity:

  1. 1Install the package (tarball or git URL above).
  2. 2Open Window ▸ Pulseframe ▸ Hub in the Unity editor.
  3. 3Sign in with your Pulseframe account & link your game — required before the plugin goes live.
Create your accountFree up to 10 peak CCU and 350,000 rows of events, metrics and heartbeats — no credit card.

Unity Asset Store

COMING SOON

The same package is headed to the Asset Store as a free asset. Until the listing is live, the git URL and tarball above are the official installs.

Native C/C++ SDK

v0.9.4

A standalone SDK for any engine: C99 DLL ABI (shared lib on Linux/macOS), libcurl transport, and offline crash sidecars the CLI uploader drains — CI-built on Windows, Linux and macOS. Managed crash/exception reporting plus an in-process native crash handler (top-frame capture, dump-at-crash → report on next launch) ship today; full Breakpad-style stack unwind is the tracked follow-up.

No prebuilt binary: clone and build it — git clone https://github.com/kickdom/pulse-frame.git with access to the private repository, then cd pulse-frame/native && cmake -S . -B build && cmake --build build. Include tombstone/tombstone.h and link tombstone. Unreal works today through this C ABI; a drop-in .uplugin is on the roadmap, not shipped.

Browser game SDK v0.1.3

Crash reports, sessions and telemetry for three.js, Babylon, PlayCanvas, Phaser and WebAssembly games. Includes ESM, CommonJS and TypeScript types, with no runtime dependencies.

terminalWeb SDK
npm install https://pulse-frame.com/downloads/mff-labs-pulseframe-web-0.1.3.tgz
Download Web SDK

Godot 4 addon v0.1.3

Sessions, progression, custom events and manually reported errors from GDScript. No native module required.

Download Godot addon .zip
  1. 1Copy the archive’s addons/pulseframe folder into your Godot project.
  2. 2Enable Pulseframe in Project Settings → Plugins to register the autoload.
  3. 3Follow the included README to initialize with your game’s ingest token, then verify a test event.

Godot does not expose automatic script-error interception to GDScript. Report handled errors explicitly; crash detection reports an unclean shutdown on the next launch. Read the included README for platform coverage and dedicated-server limitations.

CLI & symbols

Three tools — pulseframe-doctor, pulseframe-upload and pulseframe-symbols — download the pulseframe-cli package directly. CI can run it with npx. They read PULSEFRAME_BASE_URL + PULSEFRAME_TOKEN from the environment; symbol upload needs a studio key (tmb_st_…) + PULSEFRAME_GAME_ID.

terminalNode 18+
# CLI — Node 18+, distributed directly from Pulseframe.
 
# pulseframe-doctor — verify the whole loop with a synthetic crash (per-game token)
# A per-game token is ingest-only by default, so it cannot read: the read-back check is SKIPPED,
# not failed. To include it, add PULSEFRAME_READ_TOKEN=tmb_st_… PULSEFRAME_GAME_ID=<gameId>
PULSEFRAME_BASE_URL=https://pulse-frame.com PULSEFRAME_TOKEN=tmb_… \
npx --yes --package https://pulse-frame.com/downloads/mff-labs-pulseframe-cli-0.3.2.tgz pulseframe-doctor
 
# pulseframe-upload — drain offline crash sidecars (native / custom engines; per-game token)
npx --yes --package https://pulse-frame.com/downloads/mff-labs-pulseframe-cli-0.3.2.tgz pulseframe-upload ./crash-sidecars
 
# pulseframe-symbols — upload PDB / dSYM / .sym from CI (STUDIO key + game id)
PULSEFRAME_BASE_URL=https://pulse-frame.com PULSEFRAME_TOKEN=tmb_st_… PULSEFRAME_GAME_ID=<gameId> \
npx --yes --package https://pulse-frame.com/downloads/mff-labs-pulseframe-cli-0.3.2.tgz \
pulseframe-symbols ./Build/Game.pdb <buildVersion> Game.dll <debugId> windows